Optional Rules

Wargameroom is not configured for the Phalanx optionals or expansions requiring additional components (e.g. optional cards, new generals, mapboard changes).

New!!

 

ACTS has been updated with the Phalanx Optional and Expansion cards.

Optional Adjustments (must be mutually agreed upon prior to bidding)
Phalanx Optional Rules

26.1. Additional Strategy Cards (Hannibal Scenarios) If you want to enrich the game experience, add cards no. 65-74 to the Strategy Card deck. If you want even more flavour, also add cards cards no. 75-91 to the Strategy Card deck. Check the Optional Card’s Distribution chart in the Scenario book for when individual cards are added to the deck.. It can be agreed between players that the above additional cards (those which don’t have an elephant icon in the left bottom corner) are ‘Remove After Play’ cards and get removed when played for an Event. (you can ignore commenting on this one if you don’t have access to the Phalanx cards)

ACTS now supports the following options:

1. Optional card set 1 (Cards 65-74) (use turn added column to add these cards in the appropriate turn; if no turn listed, add on turn 1)

2. Optional card set 2 (Cards 75-91) (note no card 77 is intentional) (use turn added column to add these cards in the appropriate turn; if no turn listed, add to deck at start on turn 1)

3. Price of Failure Expansion (Cards P1, P2)

4. Sun of Macedon Expansion ( Cards S1, S2)

5. All Optional cards and Expansions (Cards 65-91, P1, P2, S1,S2)
One-time use of selected optional cards Set all of these cards to be removed if played as an event. (cards 75-91 P1, P2)

6.Add Optional card set 1 (Cards 65-74) at-start (ignore turn added column for this option; all cards available on turn 1)

7. Add Optional card set 2 (Cards75-91) at-start (ignore turn added column for this option; all cards available on turn 1)

8. Add all Optional cards (Cards 65-91) at-start (ignore turn added column for this option; all cards available on turn 1)

9. Add all Optional and Expansion Cards (Cards 65-91, S1, S2, P1, P2) at start (ignore turn added column for this option; all cards available on turn 1)

26.1.1. Messenger Intercepted: Variant When you play this card (#55) as an Event and take one of your opponent’s cards, your opponent has the option to require you to play another card immediately.

26.1.2. Elephant Fright: Variant Card #77 may be used to replace card #42. This is how the card was supposed to be in the never published Hannibal II. Text of Elephant Fright is apply a -2 to the Elephant roll before battle.

26.2. Additional Generals
26.2.1. Bomilcar is a Carthaginian General arriving as a reinforcement in Turn 4. Bomilcar arrives without any troops and may be placed anywhere on the map with a Carthaginian CU.

Bomilcar 1-1 May make a naval move with up to 3 CUs on play of any OP card.

26.2.2. The following are additional Roman Generals who are eligible to be consults starting on Turn 2.

Flaccus 2-1 May not leave Italia. Rolls twice on Subjugation and Siege attempts and use both results

Valerius 2-2 Has a strategy rating of 1 in Sicilia

Crassus 3-1 Gets two extra BC if original defender in Italia

Gracchus 1-1 His army does not suffer Winter Attrition

Livius 1-3 Has a Strategy Rating of 3 outside Italia. Immune to Change of Command die rolls

26.2.3. To add more historical flavour, observe the following (thanks to Andy Daglish):
a) Killed in Action: Permanently eliminate from the game any Consuls or Proconsuls if their entire army has been eliminated in battle.
b) Consular Election: No Consul may be drawn in consecutive Reinforcement phases, except Fabius.
c) The Fates:
* Gracchus is permanently removed from the consular pool at the start of turn 5.
* P. Scipio is permanently removed from the consular pool at the start of turn 6.
* Marcellus is permanently removed from the consular pool at the start of turn 7.
* Flaccus is permanently removed from the consular pool at the start of turn 8.
* Fabius is permanently removed from the consular pool at the start of turn 9.

26.3. Mauretania (Hannibal scenarios) Place neutral Tribe markers in the appropriate spaces. Mauretania is a hostile province. Mauretania is a separate region. Mauretania is not a Politically Significant Province. See the attached image showing the 4 spaces of Mauretania.

26.3.1 Pillars of Hercules Crossing cost of Gades – Abyla strait is only 1 movement point if Gades is friendly. I assume the same rule for strait crossing also applies so that only the originating space needs to be friendly controlled.

26.3.2 Port of Siga Only up to 5 CUs may sea-move in or out.

26.4. Flexible PC Placement and Removal An Army containing 3 or more CUs may remove an enemy PC marker and place a friendly PC marker during the course of movement. It costs an Army 1 additional movement point to remove an enemy PC marker and 1 additional movement point to place a friendly PC marker. Thus to convert an enemy PC marker into a friendly PC marker costs 2 additional MPs.

26.5. Alternative Reinforcements (Hannibal scenarios)
26.5.1. Carthaginian Reinforcements The Carthaginian player receives up to 4 CUs per turn—one for each of the four Carthaginian Walled Cities (except Saguntum) that start the game Carthaginian controlled and are still under his control (a Walled City under siege still generates a Reinforcement). The Reinforcement CUs may be placed as follows: l One must be placed in Carthago or with any General in Africa. l Two must be placed in Carthago Nova or with any General in Iberia. l One may be placed with any Carthaginian General.
26.5.2. Roman Reinforcements The Roman player receives up to 5 CUs per turn—one for each of the five Roman Walled Cities in Italia that start the game Roman controlled and are still under his control (a Walled City under siege still generates a Reinforcement). The Reinforcement CUs may be placed in any Roman controlled, unbesieged, Walled City in Italia, or with any Roman General in Italia. The CUs may all be placed in one space or split up in any fashion. Up to two CUs (maximum) may be placed with any Roman General outside of Italia.

26.6. Alternate Siege Rules (Charles’ Variant)
26.6.1. All cities (except Rome, Carthage, Syracuse, Carthago Nova, and Gades) fall once TWO (not three) Siege Points are accumulated by the besieging Force.
26.6.2. Roll the White Siege die if: – 1 or more unbesieged enemy CUs are located in a space adjacent to the besieged city and/or – 1 or more enemy CUs are located within the city.
26.6.3. Once a siege is successfully completed, the victorious besieger may choose to either: – LOOT THE FALLEN CITY: Add 2 CUs to the force which conquered the city. – SHOW CLEMENCY: The 2 closest enemy PCs not occupied by enemy CUs (distance calculated in movement points) are flipped. If several PCs are equally close, the conqueror of the city may choose which PCs are flipped.

Phalanx Expansions
Sun of Macedon – Adds Phillip V and 5 CUs that can be entered after the Macedonian alliance is in effect and a 3 OPS card is played. Philip the V is rated 1-2, subject to Consul rules, and outranks all Carthaginian generals except Hannibal and is removed when the Macedonian Alliance ends.

Adds 2 extra cards:
Desert March: Move an army of up to 5CU between Zuccabar or Icosium and Gades. Roll for Attrition prior to arrival. Hannibal’s father Hamilcar has reached Gades overland from Carthage. Such a successful journey across hostile territory might have actually been an inspiration for Hannibal for his march over the Alps. The card allows a small army to follow Hamilcar’s footsteps.

Hidden Cove: Move an army of up to 5CU to or from Genua as if it was a port. This move is successful unless countered by a card. As we know, not every existing harbour is shown as a port in the game. And there is a good reason for that: some of them were not capable of receiving large armies. Some of them were not shown as a game design decision. Genua, however, was used twice in very specific circumstances. Mago arrived there with reinforcements and then, after few years of fighting, most probably evacuated through the same port when things become too hot to handle.

Price of Failure – Adds 2 extra cards to Hannibal
Bad Omen: Play prior to Battle. Rome’s General Battle Rating is decreased by 1. This can be cancelled by an immediate Attrition Roll. This event has been inspired by two similar events. Caius Flaminius did not properly carry out the rituals after becoming a Consul and pressed for a battle, known later as Battle of Trasimene Lake. Claudius Pulcher had disregarded a bad omen prior to the battle and lost at Drepana.

Price of Failure: Play after a victorious Battle. The opposing player must either immediately remove his commanding General from the map or a number of PCs equal to his Battle Rating. Carthaginian leaders Hannibal Gisgo and Hamilcar (the other Hamilcar, not Hamilcar Barca) were removed from command after losing engagements. Well, not only removed from command but also crucified. Carthage didn’t have much sympathy for losers. Also Pulcher faced charges and was never again offered an office.

 

Tie Breakers for Level of Victory (Optional)

  • Each player will earn victory points by the type of victory. Records to determine the playoff contenders will be broken by victory points first, head to head record (if available) and then  random die roll.
  • Victory Points are awarded as follows:
    • Sudden Death Victories
      • Resignation- 10 points
      • Rome sacked- 10 points
      • Carthage sacked- 10 points
      • Sue for Peace due to lack of PCs- 10 points
      • Carthage controls all of Italy except Latium- 9 points, 1 point to the defeated
    • Final province count victory :
      • +5 or more province differential – 10 points
      • +3-4 province differential – 9 points, 1 point to the defeated
      • +1-2 province differential – 8 points, 2 points to the defeated
      • Province Count Tied – 7 points Carthage, 3 points to Rome
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